ActionScript 1/2 :: OnLoadInit Is Broadcasted Before The Target Is Indeed Initialized?
Jan 4, 2007
The onLoadInit is broadcasted before the target is indeed initialized.Searching about this, I founded at the macromedia documentation that other developers are having the same problem,
How are live flash video streams broadcasted? I am guessing that as the broadcast is recording, the people that are watching are watching what has been recorded to an flv file a few seconds ago, making it 98-99% live, since it is a few seconds off of the actual recording time.
Is it possible to protect the broadcasted content from unauthorized copying users. In the demo version of FMS 3.5 for interactive broadcasting stream audio and video can be copied by means of such programs as Comtasia. This may not like the content holders. Perhaps there are some instruments of protection.
Why do I see a double variable initialized to some value like 21.4 as 21.399999618530273? Is JavaScript's math broken? many, many other questions, for every language and platform, all with the same answer.
trace( ">> " + (399.6-(Math.floor(399.6))) ); prints out >> 0.6000000000000227
For example, if I have two classes called _Sub_class and MainClass
[Code]....
Does test3 take up the same space as when it's initialized? (i.e. when a function inside MainClass call the initialize function for the test3 variable?)
I need advice. My server application send objects with not inialized proxies. Primitive types ok, but onetomany and etc. not initialized proxies. As result my client application gets nothing when retreive received object properties.
here is sample with src and conf files without libs project on githubhere is server log, where you can see that objects were retreive fromdatabase and send with proxyinitialized = false
I have an MC object called with linkage to be treated as a class in the library,part of the code is what follows (what is relevant to this problem):[code]If I drag and drop the object from the library onto the stage to instantiate it and call the function from within the object, then there is no problem, and the code is executed with no problem. In the main movie clip, I want to create an instance of this class with code, add it to stage and call this function with the following code:[code]
Through the use of flags I have confirmed that we in fact enter the function setTable, and that this error is produced once I try to reference the cardArray.I do not declare the array outside that function because I need other functions in that MC to be able to see it. Relocating the declaration does not solve the problem, because then the interpreter advances to the lines where I reference other functions declared in the MC (which I want in there), and the same problem arise: it has not yet seen the declaration of functions like the custom shuffle function for arrays
I have a Canvas (lets call it the Drop Box) which users can drag and drop external files onto. Next to this I have a ViewStack, of which one of the layers is a Canvas with a TileList. I have successfully managed to code it so that the items dropped onto the Drop Box appear in the TileList. I simply capture the darg drop event (lets call this event A) and dispatch a new one that the TileList is listening for (lets call this event B).
However, this only works if the ViewStack selectedIndex is set to that of the Canvas with the TileList. If the Canvas with the TileList isn't selected then the event listener which is added to the TileList at CreationComplete level (event B), won't be called until after the drag drop event has dispatched (event B). This means that something is firing before something even has a chance to listen for it!
I've tried looping until the Canvas with the TileList is completely drawn, but this causes the app to hang.
I've also tried passing the event to the Canvas and storing it locally, but when I attempt to access the clipboad of the event I get an error (dead clipboard).
Effectively I want to only dispatch the event to the Canvas after it's had a chance to load, and add the event listener to the TileList.
a varible is declared and initialized on main stage. how do you access this varible through a symbol? i.e while you are editing the symbol..
a varible is declared and initialized on a symbol. how do you access this varible on main stage? i.e. while you are in main...this is confusing little, but,
I have a simple slideshow that is non-interactive. It just loops five movie clips loaded externally. Each slide is shown for a certain amount of time that is determined with getTimer. The code for the slideshow is in the last frame of the root timeline. So, basically the slideshow starts when the root timeline finishes playing. The problem is that the timer works great the first time the code plays, but when I tell the player head to back up and enter the frame again, the clips play very rapidly, as though getTimer was not being initialized. Here is the code:
I have a flex application mxml file with 3 tabs.the first tab having the link button to select the value in the 3rd tab. Suppose, i have a link button in first atab. And the 3rd tab contains the combobox with values:"basic", "advanced". by default the vaule is displaying "default". When i select the linkbutton on the first tab, the "advanced"should be displayed in the comboBox on the 3rd tab. and the problem is , when click on the first tab link button , at that time the 3rd tab is not initialized. So it is not displaying the "advanced" in the comboBox. selecting the 2nd time on the link button it is displaying fine. But not first time. code: thirdTab.comboBoxId.selectedItem.data = 1;
I am loading a few thumbnails from XML.When they load in, I want them to perform a few simple functions.However, when I load them in, Only the LAST thumbnail takes the onLoadInit() function.
Code: function AttachThumbs(xmlData) { xmlNode = xmlData.firstChild.childNodes; var total:Number = xmlNode.length;
[code]....
It's as if I need to create multiple loadListener objects.. one for each thumbnail, but I dont know how to do that when declaring a variable .. ie: one cant say:
I need to get the width and height of the image before it finishes loading with a moviecliploader instance. This is for placement of another clip, which will always load before the image. Is there any way of doing this??? onLoadStart does not give dimensions of the image.
how do I access a button within the emptymcholder, and place it at a specific position?? Is this possible??
I tried doing emptymcholder.buttonname._x, but it does not work.
I am using a moviecliploader object to load a clip into the timeline. I have a loader movieclip for the graphic placed on the stage. The idea is to gotoAndplay a certain frame as per the percent loaded so far.But the percent value is always 100. Is this because I am testing it on my local machine? But even so, shouldn't every trace fire, as percent value will fall in these categories sometime. The code within onloadInit is:
I am working on a full screen background with multiple images fading into each other. I already have something working with images that are loaded from inside the library. you can see it here: linkNow I am working on a script to dynamically load the images via FlashVars.I have the folowing function, witch gets called the moment I want to load the second image and replace it with the first. The idea is to start the putImage function the moment the image is loaded, but i cant get the loader.onLoadInit to triger.
ActionScript Code: // load second image switchImage = function() {
I'm using cacheAsBitmap to create a gradient mask. The code I set up worked great and all was well but I soon discovered problems when cacheAsBitmap was being nullified when its parent mc was loaded into another mc. I read up on it and from what I understand, since I'm using the MovieClipLoader class, this code should be included in onLoadInit in the root mc (start_mc). Basically this is what I have: start_mc loads main_mc (target) and rollMask1 and roll1 are contained within main_mc. Here's the script for onLoadInit:
I try to use onPress function inside an onLoadInit function but nothing will be traced. I can see my hand cursor over my icons though. I also tried with onLoadComplete, but no change...
I have a function that I use to load images. I center align the images after loading by using loadClip() and attaching the function that centering to the onLoadInit event. The problem I'm having is that the centering stop working when I upload the flash movie to a webserver. I was also able to replicate this when I Test the movie and then go to View->Simulate Download.
Here is the function in question: Code: Select allfunction displayImage( img ) { // trace('displayImage()'); // lets mave the container invisible before loading the clip _root.mcLargePhoto.centerPhoto._alpha = 0; _root.mcLargePhoto.createEmptyMovieClip("centerPhoto",this.getNextHighestDepth()); var mclListener:Object = new Object(); mclListener.onLoadInit = function(target_mc:MovieClip) { // trace('onLoadInit()'); [Code] .....
Generally, I like to use onLoadInit because it gives me accurate widths and heights. But when I have an external SWF file with a video embedded in it, I find that onLoadInit always fires a second or two after the video has started playing.
How do I get the for-loop's i variable to be available inside the onLoadInit function????
Code: for (var i = 0; i<nTotalPics; i++) { main.createEmptyMovieClip("container"+i,i); var container:MovieClip = main["container"+i];[code]....
This has been bugging me for about 2 months now. Maybe I'm looking at it the wrong way, but I need to create more things in the onLoadInit function using a for-loop.
I have a problem with some code. Its in the else statement below. Essentially I am trying to make sure I can read in the mc._height value before I continue with the code, I use a listener to check that I can get the value which I can,however it seems to do all the code after the loadListner.onLoadInit function before this function.
In a setup like this is it possible to check the cumulative status of all onLoadInit?
for(var i:Number = 0; i < limit; i++) { var mcLoader:MovieClipLoader = new MovieClipLoader(); var mclListener:Object = new Object(); mclListener.onLoadInit = function(mc:MovieClip) {
[Code]....
Initially I was thinking that I could pass an array of Boolean's, but I'm not really sure where to add that checkpoint, because a flash frame doesn't keep looping. Would I have to add it to an onEnterFrame()?